Dark Sun 3.5 PPrreessttiiggee CCllaassss AAppppeennddiixx II Contains more than 40 prestige classes for Dark Sun campaigns. Version 1.0 Author: Jon Sederqvist ([email protected]) Thanks to: Chris Flipse for helping with the layout and The Ambush shortstory; Gabriel Cormier for the legal bit; the members of the Dark Sun fan community for all their feedback. Legal Notice: Dungeons and Dragons®, D&D, and Dark Sun® are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. The content here in is considered to be derivative work (as it is based on the intellectual property owned by Wizards of the Coast), and the articles within are jointly owned by both Wizards of the Coast and their authors. As such neither can do anything outside the official website without the permission of the other. This project may be reproduced for personal use, but may not be used to generate revenue. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Open Game Content and Dark Sun Copyrights: This edition of the Dark Sun 3.5 Prestige Class Appendix 1 is produced under version 1.0, 1.0a, and/or draft versions of the Open Game License and System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate final versions of the license, guide, and document. Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all Wizards of the Coast logos and identifying marks and trade dress, including all Wizards of the Coast product and product line names including but not limited to Dark Sun, City by the Silt Sea, The City-State of Tyr, Dune Trader, Elves of Athas, The Ivory Triangle, Veiled Alliance, and any specific characters, monsters, creatures, and places; capitalized names and names of places, magical or psionic items, artifacts, characters, countries, creatures, geographic locations, gods, historic events, magic items, organizations, spells, and powers; and any and all stories, storylines, histories, plots, thematic elements, and dialogue; all spells, monsters in the Monstrous Compendium Appendix: Terrors Beyond Tyr; and all artwork, symbols, designs, depictions, illustrations, maps, and cartography, likenesses, poses, logos, or graphic designs, except such elements that already appear in final or draft versions of the d20 System Reference Document and are already Open Game Content by virtue of appearing there. The above Product Identity is not Open Game Content. Designation of Open Game Content: Some portions of this book which are OGC originate from the System Reference Document and are ©1999, 2000, 2001 and 2002 Wizards of the Coast, Inc. Open Game Content is designated in this adventure by text appearing in this color. Any other portion of this adventure, unless already appearing in the System Reference Document or already Wizards of the Coast intellectual property, is joint property of Wizard of the Coast and the author(s). 2 TTaabbllee ooff CCoonntteennttss Arch Defiler...............................................................................................................................................................................................5 Arena Champion.......................................................................................................................................................................................6 Arrow Knight.............................................................................................................................................................................................7 Battle Dancer............................................................................................................................................................................................8 Black Cassock...........................................................................................................................................................................................9 Cerulean..................................................................................................................................................................................................10 Chasseur.................................................................................................................................................................................................11 Draqoman...............................................................................................................................................................................................12 Dune Trader............................................................................................................................................................................................13 Eagle Knight............................................................................................................................................................................................14 Earth Defender........................................................................................................................................................................................15 Elementalist............................................................................................................................................................................................16 Element Singer........................................................................................................................................................................................17 Elemental Master....................................................................................................................................................................................18 Elite Sniper..............................................................................................................................................................................................19 Grove Master..........................................................................................................................................................................................20 Halfling Protector...................................................................................................................................................................................22 Jaguar Knight..........................................................................................................................................................................................23 Kreen Slayer............................................................................................................................................................................................23 Kuotagha.................................................................................................................................................................................................25 Leech.......................................................................................................................................................................................................26 Master Scout...........................................................................................................................................................................................27 Moon Priest............................................................................................................................................................................................28 Myrmeleon..............................................................................................................................................................................................30 Necromant..............................................................................................................................................................................................31 Oba’s Servant.........................................................................................................................................................................................32 Poisonmaster..........................................................................................................................................................................................33 Psionic Monk..........................................................................................................................................................................................34 Reaver......................................................................................................................................................................................................36 Restorationist..........................................................................................................................................................................................37 Royal Defiler............................................................................................................................................................................................38 Savage.....................................................................................................................................................................................................39 Servant of Badna.....................................................................................................................................................................................40 Shadow....................................................................................................................................................................................................41 Shadow Templar.....................................................................................................................................................................................42 Shadow Wizard.......................................................................................................................................................................................43 Soulknife..................................................................................................................................................................................................44 Templar Knight.......................................................................................................................................................................................46 Templar of the Scale...............................................................................................................................................................................48 Tik-Tik......................................................................................................................................................................................................49 Veiled One...............................................................................................................................................................................................50 Wife of Nibenay......................................................................................................................................................................................51 Yellow Robe.............................................................................................................................................................................................52 Open Game License...................................................................................................................................................................................54 TTaaiinntteedd Marakesh shivered as he felt the familiar surge of energy flowing through his body. Around him the soil turned black and lifeless as usual, but this rush was more intense. As the circle of ash expanded, the small reptilian z’tal watching him from a distance screeched and writhed in pain. Marakesh, now trembling from the strength of the plant energy absorbed, felt sweat running down his forehead. His voice was shaking, but finally he was able to utter the last incantation for his spell. The fiery blast unleashed almost knocked Marakesh off his feet, and he had to avert his eyes from the blinding explosion. Marakesh blinked in astonishment. The power of his spell had left behind a crater in the ground, where normally there would be but scorched earth. The z’tal was nowhere to be seen. Marakesh turned to mount his crodlu, but the creature reared and sneered violently towards him. From that day, no animal would willingly go near the wizard. He was to them like like the repulsive scent of burning ranike smoke to a kreen. EEccssttaaccyy ooff tthhee CCrroowwdd The crimson sun scorches the Flowery War battlefields. Sweating crowds gathered outside the city’s only entrance, the Golden Moon Gate, shout aggressive taunts at the warriors locked in ritual combat. Cries of war echo across the battlefield as the champions of two rival clans 3 clash, their obsidian-ridged wooden swords –infamous Draji macahuitls – meeting with deadly force. The bare-chested warriors’ bulging, bronze-tanned muscles glint in the afternoon sun and their knee-length hemp skirts whirl about them as they duel. Their feathered headdresses mark them both as great warriors. One will be celebrated in victory and the other will be exiled for such is the outcome they have agreed upon – assuming the losing champion survives. The crowd’s cheers increase in ferocity for every blow that is dealt, and they explode in excitement at the first sight of blood. One of the two men reels from the blow, but regains his balance, just in time to have his enemy’s macahuitl come crashing down upon his skull. The noise of crunching bones becomes lost in the deafening roar of the crowds. A shower of blood stains the closest onlookers and sprays the triumphant champion’s legs in red. The slain rival sinks to his knees, slowly tilts and falls over on his side. The victor performs his ritual of success, shouting and stomping on his fallen opponent’s body. Then he kneels over the dead warrior and picks a feather from his headpiece, adding it to his own – the symbol of his warrior’s prowess and today’s victory. The crowd applauds his victory in a state of ecstasy. TThhee HHuunntteerr aanndd tthhee HHuunntteedd Dukkoti held his breath and did not move an inch. He could feel the presence of the pair of kreen he had been chasing for days, but he could not see them. The jagged red cliffs were a maze of natural alleyways and dead-ends, and the footing was treacherous. He closed his eyes to concentrate his attention on focusing his psychic energies into his bow. Pulling back the bowstring, and knocking a pair of arrows, the elf prepared to gaze past the natural column of red rock he was kneeling behind. His mind tingled – the two kreen were now but one. Realizing one of the kreen was moving beyond the range of his perception, Dukkoti rose slowly. There it was, the remaining kreen – devouring the bloody remains of its prey - an erdlu. The abomination would not live for much longer, thought Dukkoti, as he readied his aim. He was about to let his arrows fly, when a strong presence suddenly intruded his mindscape in the shape of a bee that stung his thoughts. Dukkoti shook his head from side to side, his gaze darting across the landscape to locate his psionic assailant, but no one was to be seen. By now, the kreen eating the erdlu was aware of his presence. The kreenslayer felt another sting in his mind, but took aim. The kreen jumped towards him in a giant leap, and Dukkoti released his arrows from his psionically imbued bow. Both arrows pierced the kreen in mid-air. The mantis warrior twitched and let out a rasping click, before crashing to the ground. It rolled along the ground until it came to a halt, lifeless. Dukkoti reeled from another psychic sting, this time so powerful his head ached and his sight blurred. He dove behind the rock outcropping he had hidden behind earlier, with hopes of escaping his psychic enemy’s line of sight. Dukkoti gasped in relief as the mental attacks ceased as soon as he had taken cover. Then he suddenly sensed a number of presences. First there were two. Then two became four, and four become seven – and seven became a dozen. With horror he realized he had walked into an ambush; the lone kreen had been a decoy –volunteered to sacrifice itself for the survival of its mate and pack. Dukkoti turned to retreat the way he had come from, following the cliff wall, but the path was blocked by a trio of kreen. The elven kreenslayer drew two arrows from the quiver on his back and was about to nock them, when a small pebble came falling from above and bounced off his boot. Dukkoti threw his gaze upward, and tried to raise his bow to shoot the kreen still in midair above him, but the mantis warrior landed upon him too quickly. Dukkoti screamed, cursing himself for walking into their trap, as he realized his end had come too swiftly. As shadows of more kreen fell upon the grappling kreen and elf from the cliffs above, the kreen trio blocking the path came leaping forward to finish the elf – and get their share of the meal. TThhee AAmmbbuusshh Morrow sat at a booth in the corner of The Lion’s Tooth. The bottom of his mug was just visible through the haze of kank honey; it would soon be time for another. He took a deep drink of the sweetly fermented liquid and wished, not for the first time, that life was not quite so tedious. Morrow shuddered slightly, and pulled his long hair over his ears; a habit picked up long ago. He had found he could nearly pass for a full-blood human, but for the sharp points of his ears he now kept hidden. The half-elf waved at one of the serving wenches, who nodded in reply. He was a regular at The Lion's Tooth, and rarely varied his drink. Another mug would come to him soon. A deep fit of coughing brought Morrow's attention to the front doorway as the heavy hide swung back into place. A dwarf at the door coughed heavily, guarding his mouth with his left hand spread open. "The dust is heavy in the air tonight," announced the newcomer, as if to explain the coughing fit. Morrow caught the newcomer's eye and nodded. The dwarf approached, and Morrow had the sinking feeling that he would soon be wishing for tedium to return. "Mind if I sit for a minute?" The dwarf spoke in a rough, gravely voice and sat down before Morrow could open his mouth. The dwarf signaled to the wench, who soon returned with two mugs. "I hear the faro crops aren't doing well this season,” Morrow spoke conversationally as the barmaid was leaving. The dwarf nodded. "Redworms threaten to devour whole fields." The dwarf growled, and lowered his voice. "I hate that nonsense. We meet tonight. There is business to attend to." Morrow sighed. The dwarf was named Tylan, someone Morrow was not particularly fond of. "Yes, so you said. Where?" "South of the Stel compound. You should know ... the target is a boy. Barely fourteen." Morrow's eyes widened a moment. Fourteen! "Well, then perhaps it is not too late to educate him." Tylan locked his gaze with Morrow "I wouldn't bet on it,” the dwarf growled. “He's been practicing for some time now, and may be too set in his ways. You are too soft. Remember your Oath." The dwarf downed the last of his drink and rose to his feet. "Time to face the dust again." He dropped a half-ceramic on the table, and left the Lion's Tooth the same way he had come in. Morrow stared at his drink, untouched. Tonight was going to be a long night. His personal opinions of the dwarf did not matter. As Tylan had said: "Remember the Oath." Morrow would have to gather his cell . There would be an ambush, but not the one Tylan had described. Likely, there was no fourteen year old defiler hiding in the empty fields beyond Stel's compound. Tylan's countersign warned of danger -- the dwarf feared he was being followed. Tonight, Morrow and his cell would face death to save a man they did not like. Morrow could not help but wonder if this was another test. 4 AArrcchh DDeeffiilleerr “Power comes at a price. I am willing to pay it.” - Marakesh, human arch defiler Arch defilers are defilers who seek to increase the power of their magic at the cost of a greater taint of defilement. So foul is the magic commanded by these defilers, that their very souls are scarred. Animals become nervous, people feel uncomfortable, and yet the arch defiler demands obedience. To command their foul magics, the arch defilers need physical stamina to resist the vast energies they manipulate. Human wizards corrupted by their desire for power often become arch defilers. So do nomadic elven mages without concern for the environment they leave behind them in the disappearing horizon, or those who want to increase their spellcasting powers to gain status in their tribes. Arch defilers can be found anywhere. Some are loners, practicing their dark art in secrecy, while others seek employment and safety in organizations and groups without moral scruples. NPC arch defilers can typically be found in the ranks of merchant houses, raiding tribes, or operating on their own. Hit Die: d4 Class Base Fort Ref Will Special Spells per Day Level Attack Bonus Save Save Save 1st +0 +0 +0 +2 Tainted aura, defiler feat +1 level of existing arcane spellcasting class 2nd +1 +0 +0 +3 +1 level of existing arcane spellcasting class 3rd +1 +1 +1 +3 Casting time metamagic 1/day +1 level of existing arcane spellcasting class 4th +2 +1 +1 +4 +1 level of existing arcane spellcasting class 5th +2 +1 +1 +4 Painful radius, defiler feat +1 level of existing arcane spellcasting class 6th +3 +2 +2 +5 +1 level of existing arcane spellcasting class 7th +3 +2 +2 +5 Casting time metamagic 2/day +1 level of existing arcane spellcasting class 8th +4 +2 +2 +6 +1 level of existing arcane spellcasting class 9th +4 +3 +3 +6 Defiler feat +1 level of existing arcane spellcasting class 10th +5 +3 +3 +7 Metamagic raze +1 level of existing arcane spellcasting class RReeqquuiirreemmeennttss To qualify to become an arch defiler, a character must fulfill all the following criteria. Skills: Knowledge (arcana) 8 ranks, Spellcraft 8 ranks. Feats: Agonizing Radius, Great Fortitude, any metamagic feat. Spells: Able to cast 3rd level arcane spells. Special: Must be a defiler. CCllaassss SSkkiillllss:: The arch defiler’s class skills (and key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. CCllaassss ffeeaattuurreess Weapon and Armor Proficiencies: Arch defilers gain no proficiency with any weapon or armor. Tainted Aura: The arch defiler is tainted by his arcane ways in such a matter that it is noticeable. People feel uncomfortable and wary when the arch defiler is present and animals whimper when he approaches. The arch defiler suffers a -1 circumstance penalty to Bluff, Diplomacy, Gather Information and Handle Animal checks for every odd level of arch defiler gained. He receives a similar circumstance bonus to Intimidate checks. The tainted aura has a range of 5 feet per arch defiler level. Defiler Feat: At 1st, 5th and 9th levels, the arch defiler gains a bonus feat from the following list: Controlled Raze, Destructive Raze, Distant Raze, Efficient Raze, Exterminating Raze, Fast Raze, Path Sinister. He must qualify for any feat requirements. Casting Time Metamagic: Once per day the arch defiler can apply a metamagic feat he knows to a spell at casting time. This does not increase the spell’s level or require a higher level spell slot. Casting time metamagic doubles the casting time of the spell (a casting time of 1 action becomes 1 full round). At 7th level the arch defiler can use casting time metamagic twice per day, but only once per spell. Only metamagic feats that would increase a spell slot by 3 or less may be applied with casting time metamagic. 5 Painful Radius: The penalties suffered to attacks, saves and skill checks for being caught in the arch defiler’s radius increase by one. This effect stacks with Agonizing Radius, bringing the modifier to a total of -3. Metamagic Raze: The arch defiler can gather energy during spell preparation to improve his metamagic capacity. Spell slot level adjustments from metamagic feats are reduced by one (to a minimum of one), but only once per spell. For each use of Metamagic Raze, the arch defiler defiles a 5 ft. radius where the spell is prepared. Preparation of multiple spells increase the radius by 5 ft. for each spell prepared with this ability. AArreennaa CChhaammppiioonn “You fought like the Dragon.” - Jarek, half-elf arena champion Arena champions are gladiators who aspire to greatness in their blood sports. They dream of performing in arenas filled with thousands of frenzied spectators. Risking their lives for fame, wealth and adoration, arena champions are the heroes to commoners of all ages. Many hail from local neighborhoods or nearby communities. Arena champions come from diverse backgrounds. Some are craftsmen or belong to other professions, training on their spare time; others are slaves who see the arena as their only chance for freedom and prosperity in life. Some arena champions are even nobles, who crave excitement and fame beyond that of their rank in society alone. Arena champions can belong to any class or race. The majority have levels in combat-oriented classes. Humans, dwarves, muls and half-giants are the most common arena champions. Half-elves take to the arena champion class fueled by the desire to prove their worth in human society. Halfling arena champions are rare, and pterran arena champions are almost unheard of. Arena champions often find sponsorship from the rich. Nobles and templars will pay well to get an aspiring arena champion into their gladiator stables. Those cities that allow free gladiators to enter the games often have arena champions without such ties. NPC arena champions are most often found in the arena, or the taverns of their neighborhoods. Hit Die: d12 RReeqquuiirreemmeennttss To become an arena champion, a character must fulfill all the following criteria. Base Attack Bonus: +5. Skills: Perform (any) 6 ranks. Feats: Weapon Focus (any weapon), Toughness Class Base Fort Ref Will Special Level Attack Bonus Save Save Save 1st +1 +2 +0 +0 Crowd support +1 2nd +2 +3 +0 +0 Reputation 3rd +3 +3 +1 +1 Weapon mastery 4th +4 +4 +1 +1 Signature move 5th +5 +4 +1 +1 Crowd support +2 6th +6 +5 +2 +2 Fame 7th +7 +5 +2 +2 Improved signature move 8th +8 +6 +2 +2 9th +9 +6 +3 +3 Crowd support +3 10th +10 +7 +3 +3 Legend, finishing move CCllaassss SSkkiillllss:: The arena champion’s class skills (and key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Tumble (Dex). Skill Points at Each Level: 4 + Int modifier. CCllaassss ffeeaattuurreess Weapon and Armor Proficiencies: Arena champions gain no additional weapon or armor proficiencies. Crowd Support (Ex): The crowd may love or loathe the arena champion, but regardless their presence motivates the arena champion, who enjoys a +1 morale bonus to attack and damage rolls whenever there are ten or more non-combatant spectators present. At 5th and 9th level this bonus increases, but the minimum amount of spectators must be fifty and one hundred respectively for the bonuses to take effect. Reputation: An arena champion enjoys respect and admiration. He receives a +1 circumstance bonus to non-combat uses of the Bluff, Diplomacy, Gather Information and Intimidate skills. These benefits do not apply when dealing with rival gladiators or their devoted fans. If the arena champion has or selects the Leadership feat, he gains a +1 bonus to his leadership score. Weapon Mastery: The arena champion gains a +2 bonus to weapon damage rolls with a chosen weapon. The weapon must be one for which the arena champion already has selected the Weapon Focus feat. Signature Move (Ex): The arena champion has developed a signature move. The exact technical nature of the move is up to the individual arena champion to develop, and it grants one of the following benefits: • A +2 competence bonus to opposed rolls concerning disarm attempts. • A +2 competence bonus to opposed rolls concerning trip attempts. 6 • A +2 competence bonus to damage rolls concerning sunder attempts. • A +2 competence bonus to opposed Bluff and Sense Motive checks in combat. • A +1 dodge bonus to AC when fighting defensively or using total defense. Fame: As the arena champion’s reputation grows, so does his ability to influence others. The arena champion’s bonuses to non-combat uses of the Bluff, Diplomacy, Gather Information and Intimidate skills increase to +2, and the bonus to his leadership score increases to +2. Improved Signature Move (Ex): Through specialization the benefit associated with the arena champions’ chosen signature move is doubled, e.g. a +2 competence bonus to opposed rolls concerning disarm attempts increases to +4. Alternatively, the arena champion may select a second signature move instead to expand his repertoire. Legend: The arena champion is a legend known to all. Treat general NPC initial attitudes as one category better. This benefit does not extend to rival gladiators or their devoted fans. The arena champion’s bonus to his leadership score increases to +3. Finishing Move (Ex): If an attack reduces an opponent below 0 hit points, the arena champion can attempt a coup de grace as a free action. AArrrrooww KKnniigghhtt “The thing with stealing from the draji, my father used to say, is that if they spot you they will come charging at you with bloodlust in their eyes. Keeping a crodlu nearby can save your life, son, for you can always outride them... Then he met an arrow knight and now he can’t say anything at all.” - Gorgathor, human rogue The arrow knights form Draj's corps of elite archers. Ranked third among the special warrior forces of Draj, these archers' might with the bow is perhaps unrivaled in the Tablelands. Although they form an elite group, the arrow knights are the least respected of Draj's three elite warrior forces. As ranged attackers, they do not gain the honor that Draji culture places on hand to hand combat. However, their place in the Draji military earns them some measure of respect, and their military role’s importance is unquestioned. To other tablelanders, Draji arrow knights are feared for their determination, precision and bloodlust. Arrow knights come exclusively from the ranks of single or multi-classed fighters. They are unequaled with the bow, spending countless hours on the archery fields every day. Draji muls, dwarves, half-elves and humans make up the arrow knight corps, though members of other races might be accepted into their ranks if they can prove their skill and battle spirit. In very rare instances, non-draji have been accepted as an arrow knight, but these are exceptions rather than the norm. Arrow knights get along well with other warriors, but they are fiercely determined to prove their worth when it comes to eagle and jaguar knights. NPC arrow knights are usually encountered in Draj, its client villages and military installations, or traveling with the army. Arrow knights rarely leave Draj on their own, but those few who do usually make a name for themselves as mercenaries. Hit Die: d10 RReeqquuiirreemmeennttss To become an arrow knight, a character must fulfill all the following criteria. Base Attack Bonus: +5 Feats: Point Blank Shot, Weapon Focus (bow), Weapon Specialization (bow) Special: Must have been trained in the Draji army. Class Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +0 +2 +0 Marksman 2nd +2 +0 +3 +0 Longshot 3rd +3 +1 +3 +1 Deadly aim 4th +4 +1 +4 +1 Spot weakness 5th +5 +1 +4 +1 Lethal shot CCllaassss SSkkiillllss:: The arrow knight’s class skills (and key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Warcraft) (Int). Skill points at each level: 2 + Int modifier. CCllaassss ffeeaattuurreess Weapon and Armor Proficiencies: The Arrow Knight is proficient with all simple and martial weapons, light armor, and shields (but not tower shields). Marksman: Arrow knights go through rigorous training. Before moving on to long range archery, they must first master short range shooting. At 1st level they receive a +1 bonus to attack and damage rolls within 30 feet when using a bow, in addition to the benefits granted by the Pointblank Shot feat. Longshot: Mastering long range archery makes an army archer even more deadly. While a company of archers is almost bound to hit something when they all fire at once, a company of experienced arrow knights will hit much more. From 2nd level archer knights ignore the first two points of penalty for range increment when using a bow. 7 Deadly Aim: An arrow knight's precision increases at all ranges. The critical threat range for bows doubles (i.e. from 20x3 to 19-20x3) when the arrow knight reaches 3rd level. Spot Weakness: The arrow knight can use a move-equivalent action to study a target and identify a weak spot. The arrow knight’s single next attack with a bow against that target ignores half of her armor and natural armor bonuses (both rounded down). Lethal Shot: Executing a lethal shot is a standard action. A successful attack roll inflicts a nasty wound that in addition to normal damage will continue to bleed for ten rounds if left unattended, inflicting one point of damage per round of bleeding. A Heal check DC 15 or application of a cure spell will stop the bleeding immediately. Creatures immune to bleeding effects, critical hits or sneak attacks are also immune to lethal shot. BBaattttllee DDaanncceerr “Death to our enemies. Death to the ones who have wronged us.” - Santhaal Wind Dancer, elven chieftain Battle dancers are elven clerics devoted to perfecting the union of body and clerical magic. They are warriors following the call of one element, and use their powers to defend their tribe. Battle dancers are looked upon with awe from fellow tribe members, and they often become champions for their tribes. Battle dancers are proud of their warrior prowess and dedication to elven traditions as well as their devotion to their element of worship. Battle dancers are always of elven blood. The vast majority are full-blooded elves, but occasionally a tribal half-elf aspires to the status of battle dancer. Battle dancers are single- or multi-classed clerics. Multi-classed clerics often take rogue or fighter levels to diversify their abilities or further augment their combat abilities. Battle dancers are usually encountered as part of elven tribes. NPC battle dancers tend to be champions that represent their tribes in war challenges. Some battle dancers leave their tribes on pilgrimages or due to wanderlust. Hit Die: d10 Class Base Fort Ref Will Special Spells per Day Level Attack Bonus Save Save Save 1st +1 +2 +0 +0 Battle dance +1 2nd +2 +3 +0 +0 Sidestep +1 +1 level of existing divine spellcasting class 3rd +3 +3 +1 +1 Imbue arms 4th +4 +4 +1 +1 Bonus feat +1 level of existing divine spellcasting class 5th +5 +4 +1 +1 Battle dance +2 6th +6 +5 +2 +2 Sidestep +2 +1 level of existing divine spellcasting class 7th +7 +5 +2 +2 Imbue armor 8th +8 +6 +2 +2 Bonus feat +1 level of existing divine spellcasting class 9th +9 +6 +3 +3 Battle dance +3 10th +10 +7 +3 +3 Sidestep +3 +1 level of existing divine spellcasting class RReeqquuiirreemmeennttss To qualify to become a battle dancer, a character must fulfill all the following criteria. Race: Elf or half-elf. Skills: Knowledge (religion) 8 ranks, Perform (dance) 2 ranks, Spellcraft 5 ranks. Feats: Dodge, Weapon Focus (elven longblade). Spells: Able to cast 2nd level divine spells. Other: Must worship a patron element. CCllaassss SSkkiillllss:: The battle dancer’s class skills (and key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (religion) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. CCllaassss ffeeaattuurreess Weapon and Armor Proficiencies: Battle dancers gain no proficiency with any weapon or armor. Battle Dance (Ex): As a move-equivalent action, the battle dancer can initiate the ritual of combat, an energetic dance with rhythmical chants. The battle dancer’s patron element grants her a +1 sacred or profane bonus (concurrent with what kind of energy they channel) to attack rolls and damage rolls for 1 round per level of battle dancer. This bonus increases by +1 at 5th and 9th level. Sidestep (Ex): At the beginning of each combat round, the battle dancer designates an enemy against whom she receives a +1 dodge bonus. This bonus stacks with the Dodge feat, and increases by +1 at 6th and 10th level. Alternatively, the battle dancer can 8 spread the dodge bonus among multiple enemies. Example: Eselkar has the Dodge feat and is a 7th level battle dancer. He has a +3 dodge bonus total. He is fighting two gith, and chooses to assign a +1 dodge bonus against one gith, and +2 against the other. Imbue Arms (Sp): Once per day the battle dancer can imbue an elven longblade or any bow with elemental power. This has the effect of an elemental weapon spell (from DS3 Core Rules) on the weapon. The effect depends upon the patron element of the battle dancer. Bonus Feat: The battle dancer receives a bonus feat at 4th and 8th level. This feat can be chosen from the fighter bonus feat list, Craft Magic Arms and Armor feat, or any metamagic feat. Imbue Armor (Sp): Once per day the battle dancer can imbue a suit of armor or a shield with elemental power. This has the effect of an elemental armor spell (from DS3 Core Rules) on the armor or shield. The effect depends upon the patron element of the battle dancer. BBllaacckk CCaassssoocckk “Craftsmen! By decree of the king, you are ordered to follow us to the Ziggurat. Take with you tools of your crafts and come along quietly. Disobedience will be punished.” - Dote Atravian, black cassock The templars of Tyr experienced their reign of terror coming to an end marked by the death of King Kalak, the Tyrant of Tyr. Without their spells, many templars fell prey to the mobs of angry and newly released slaves. Some fled the city, whereas others sought shelter under the new King Tithian’s hand. Tithian, himself a former high templar, made sure his enemies were removed, then invested the remaining templars into important positions. The templars remain a thorn in the eye of Sadira and Rikus, but Tyr’s heroes realize the city cannot be administrated without the bureaucratic ex-templars of Kalak. As for the templars, they are desperately clinging to what power they can get hold of, seeking individual alliances with other factions in the city. Fear and hatred remain against the now spelless templars. Wherever they go, the black cassocks must keep one hand on their swords. Black cassocks can be of any race and gender. Rumors speculate that templars from other city-states might have infiltrated the ranks of the Tyrian templarate, but no templar agents of other sorcerer-kings have been unmasked that the public knows of. Black cassocks are usually encountered in Tyr or the nearby mountain ranges. Templars administer the city of Tyr and its iron mines. They rarely venture alone and avoid the Warrens and Shadow Square unless ordered to go there. Some ex-templars have sought refuge in the ruins below the surface, eking a living among the undead and other dread denizens in Undertyr. Hit Die: d8 Class Base Fort Ref Will Special Spells per Day Level Attack Bonus Save Save Save 1st +0 +2 +0 +2 Secular authority, rebuke +1 level of existing divine undead spellcasting class 2nd +1 +3 +0 +3 Bureau specialization +1 level of existing divine spellcasting class 3rd +2 +3 +1 +3 King’s gift +1 level of existing divine spellcasting class 4th +3 +4 +1 +4 +1 level of existing divine spellcasting class 5th +3 +4 +1 +4 +1 level of existing divine spellcasting class 6th +4 +5 +2 +5 Bureau mastery +1 level of existing divine spellcasting class 7th +5 +5 +2 +5 King’s pet +1 level of existing divine spellcasting class 8th +6 +6 +2 +6 +1 level of existing divine spellcasting class 9th +6 +6 +3 +6 +1 level of existing divine spellcasting class 10th +7 +7 +3 +7 King’s favorite +1 level of existing divine spellcasting class RReeqquuiirreemmeennttss To qualify to become a black cassock, a character must fulfill all the following criteria. Skills: Diplomacy 8 ranks. Special: Must be accepted into the templarate of Tyr. CCllaassss SSkkiillllss:: The black cassock’s class skills (and key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Literacy (none), Profession (Wis), Sense Motive (Wis), Speak Language (none) and Spellcraft (Int). Skill Points at Each Level: 4 + Int modifier. 9 CCllaassss ffeeaattuurreess Weapon and Armor Proficiencies: Black cassocks gain no proficiency with any weapon or armor. Secular Authority (Ex): This ability is explained in the DS3 Core Rules in the templar entry in the Classes chapter. King’s Gift: The black cassock receives a steel weapon from his king, signifying his rank. Bureau Specialization (Ex): The templarate has many bureaus, each charged with an area of responsibility. The black cassock gets a +3 bonus to a class skill of his choice. Bureau Mastery (Ex): The black cassock has survived long enough to have learnt the inner workings of a bureau. The bonus granted from bureau specialization increases to +6. King’s Pet: The black cassock receives a permanent magical or psionic item from the king as recognition of her rank and service. The maximum value of this item is 8,000 Cp. King’s Favorite: The black cassock is a personal favorite of the king and is rewarded with a gift – a potent permanent magical or psionic item. The maximum value of this item is 40,000 Cp. Ex-templars: A black cassock who abandons his sorcerer-momarch, or whose sorcerer-monarch dies, loses all templar spellcasting abilities. If the black cassock later becomes the templar of another sorcerer-monarch, he immediately regains his full templar spellcasting abilities. CCeerruulleeaann “I am the eye of the storm.” - Krekara, aarakocra cerulean Ceruleans are mages who have discovered how to draw energy for their spells from the Cerulean storm. They are explorers and researchers who have discovered a new power source and seek to exploit it. For whatever reason, cerulean wizards are not content to practice magic as the generations before them have done. Whether they sought more power, an end to the destruction of the world’s plant life, an outlet for their creativity or simply craved new knowledge; the cerulean wizards have found a new way to use magic. A minority of others have been lured to power by Tithian, the one-time king of Tyr who is trapped within the storm and seeks a means to escape. Most races that take to wizardry can become cerulean wizards. Aarakocra have an affinity for high, cold places, and thus find the class to be of particular interest, although they are somewhat reluctant to use the storm’s destructive power. Ceruleans tend to avoid the Veiled Alliance and the agents of the sorcerer-kings. Both parties fear the ceruleans can cause disaster by their tampering with the forces of the Cerulean Storm. NPC ceruleans usually have various agendas. Some seek to release Tithian from his captivity in the Cerulean Storm. Ceruleans can often be found where Tyr Storms frequently wreak havoc, especially in and around Draj. Hit Die: d4 Class Base Fort Ref Will Special Spells per Day Level Attack Bonus Save Save Save 1st +0 +0 +0 +2 Cerulean casting, blue lens focus +1 level of existing arcane spellcasting class 2nd +1 +0 +0 +3 +1 level of existing arcane spellcasting class 3rd +1 +1 +1 +3 Empower 1/day +1 level of existing arcane spellcasting class 4th +2 +1 +1 +4 +1 level of existing arcane spellcasting class 5th +2 +1 +1 +4 Cerulean blast +1 level of existing arcane spellcasting class 6th +3 +2 +2 +5 +1 level of existing arcane spellcasting class 7th +3 +2 +2 +5 Empower 2/day +1 level of existing arcane spellcasting class 8th +4 +2 +2 +6 +1 level of existing arcane spellcasting class 9th +4 +3 +3 +6 Control weather +1 level of existing arcane spellcasting class 10th +5 +3 +3 +7 +1 level of existing arcane spellcasting class RReeqquuiirreemmeennttss To qualify to become a cerulean, a character must fulfill all the following criteria. Skills: Concentration 8 ranks, Craft (optics) 2 ranks, Spellcraft 5 ranks. Feats: Empower Spell. Spells: Able to cast 3rd level arcane spells. Special: The character must craft a blue lens focus (see below). 10
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